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15

Certainly, there’s no reason why you couldn’t describe a spiked chain this way. Disarming is a kind of niche tactic; it might simply never come up, at which point there’s no real need to mechanically “back up” the description. But ultimately disarming could happen and as a DM, I’d rather not feel like I “shouldn’t” disarm you even though mechanically you ...


6

This can only be done with an unarmed attack (which may mean an off hand if you're doing this while otherwise armed), by grabbing the weapon directly and attempting to wrench it away from them. The procedure is short and detailed on B370 under "Grabbing": a called shot that, if successful, is followed by a ST contest. The defender defends normally, for which ...


6

Start with pre-made Characters By which I don't mean generic characters that could be in any fantasy story, but by creating a character specifically for each of your children. These characters should be based around the characters from movies and TV shows they each seem to be drawn most toward. It's not the perfect fit that character creation is, but it can ...


3

If you really want to get crazy in GURPS 4e with this, I'm going to toot my own horn a tetch: GURPS Martial Arts: Technical Grappling has you covered, mostly starting on p. 13. You can grab the foe, by stepping into Close Combat with him and attacking the weapon hand at -4, or his arm at -2 (I'll have to reread my own rules to figure out why this grab ...


3

B370 details how to attempt to take a weapon, but here are a few extra options to help fill that answer out. "Disarming" is a hard technique on MA70 which allows you to use your underlying skill (in this case, unarmed.) Many of the disarming martial arts in this book have disarming paired with Judo. "Hand Clap Parry" is a hard technique that allows you to ...


2

It's an interesting bit of flavor. I like the weapon cord idea, though I'd add one small detail as a balance factor: dropping the weapon doesn't prevent you from being counter-tripped on a failed trip attempt (because it's still wrapped around your neck). I'd have no problem allowing this, with that compromise.


2

Characters Start by asking your kids what kind of character they want to play. Do they want to be someone like Prince Arthur (Guardian Fighter pg 71 Player's Hand Book 1), Robin Hood (pg 104 PHB1), or Merlin (Wizard (probably control wizard) pg 156 PHB1), etc? And then make the characters with the standard array stats on pg 17 or the examples of stat spread ...


2

If you try hard enough, there are enough sources of saving throw bonuses that you can actually have a character incapable of failing a saving throw (without penalties being applied). Here's a list of bonuses I've been able to find that either apply to all saves, or to death saving throws specifically. Remember that bonuses of the same type don't stack, so ...


2

I would not advise you to run a 3.5e or 4e games for little kids. Those systems reward system mastery and contain a lot of complexity that might not be suitable for kids. Instead, I would suggest you: Try Monster Slayers Monster Slayers is a simplified D&D for Kids, released by WotC for free in 2010. It contains premade character cards with all powers ...


1

I have a similar problem with a few friends who partake of a weekly pathfinder game I run. Two of them know very well how to min-max and power-game but choose not to for flavor reasons (or at least limit their ludicrousness), and two others don't know how not to min-max. To give a quick example, when I ask the two who restrain themselves a bit what kind of ...



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